Hello Everyone I wanted to showcase a project that myself @iceblademush, @Greg, @Andrew_Sound_Foundry and the wonderful Pink Badgers (James Greeff, Wyndham Davies, and Steph Anderson) have been working on.

GameplayOur Launch Trailer :D

DescriptionPolygod is a rogue-like, randomly generated, single & multiplayer FPS with a brutal difficulty curve!

Blending a fast-paced, Quake-esque feel with the randomness, difficulty and power-up system of The Binding of Isaac, Polygod is a hardcore gamer and speedrunner's dream. Only the most skilled and strategic players will defeat the Trial of the Gods.

You are a Faceless One: a one-armed, gun-wielding assassin of legend. The seven deities of Polygod will test your skill with randomly generated arenas of hostile minions, followed by a boss fight against a ruthless Holy Champion.

Each of the arenas features five Altars of Worship, offering you Blessings in exchange for Souls you have collected along your journey. Blessings combine and stack to create unique gun effects, but each has consequences, so choose wisely if you wish to survive each wicked challenge. And don’t forget, death is permanent in this purgatory of the gods!

The art style is inspired by the meta-physical surrealist artist Giorgio de Chirico who is famously revered for his eerie mood and strange artificiality of cityscapes.

Main FeaturesA UNIQUE, RANDOMLY GENERATED EXPERIENCE EVERY TIME. Randomise the levels, blessings offered and enemy placement with our seed system, or challenge others on specific seeds! Polygod offers full leaderboard support using a universal daily seed.

GUN CUSTOMISATION WITH 100 UNIQUE BLESSINGS. Each seed will offer you a different selection of blessings as you progress through the levels. Strategically combine and stack them to fit your personal playstyle. Ever wondered what it would be like if your bullets were bubbles? Well, what if they were bubbles AND proximity mines? And you shot 3 of them at once? AT THE SPEED OF LIGHT? The options are endless! Do you choose a lethal sniper build, or a bullet wall of death? How will you survive: lifesteal, jump-strafe dodging, tank-like health? How do you want to navigate the environment: double jump, helicopter boots, teleportation?

The single player is great because while it is fairly difficult no death feels unjustified and the sheer amount of power-ups offers a unique experience with each session. The multiplayer has huge potential with the power-up system, can't wait to play with a full lobby.

Hey guys, so I've updated both builds and added 6 new Blessings (power ups) to the multiplayer mode:

+ Unstable Concoction -> Causes your bullet to break into pieces of shrapnel on impact and once randomly during flight.+ Catch 22 -> If you have 10% or less Health you will do 5x normal damage+ Indomitable Will -> The lower your Health becomes the higher your damage and fire rate become.+ Frozen Core -> Players you hit will become frostbitten. Frostbitten players will take 2x normal damage.+ Flaming Core -> has a 25% chance of igniting players you hit on fire. Players on fire will take damage over time for 3 seconds.+ Spiritual successor -> Fire two bullets instead of one but the second bullet travels half as fast as the first.

Hey guys, so I had the most amazing weekend at EGE with everyone and got the best feedback from fellow devs and the many people who took the time to play the game :)

I've got tons of stuff to work on but have already implemented some of the more prominent points from the feedback.

Changes and Fixes:+ Momentum added to jump arcs, you still will have 100% control when in air though but will complete the jump arc if you let go of the keys. + Jump pads are now automatic, this is to make gameplay more smooth and aid players when fleeing from unfavourable engagements. + Changed the portal colour to purple in order to make it stand out more. + You will no longer die from falling out of the map, into water in level 2 or into lava in level 3, instead you will have 1 soul deducted and will fall back into the map at your start location. This change was made because in no other part of the game does 1 mistake cause you to start the entire experience over and we felt that the instant death was a bit too harsh. + You will now have a choice of 3 different Blessings per Altar instead of just 1. The reason for this change is to afford players a greater sense of strategic control. + The start location for the first boss has been changed to ensure that you don't get killed by the boss before seeing it.

@roguecode, yeah sure, so basically with Pixel Boy it took us over 500 days to get greenlit and we did with around nine thousand votes and many more views (I can't exactly remember but close to 100 thousand). We got so many views from the youtube videos which were made which also ended up being the primary driving force in us getting greenlit. The youtube videos provided the biggest bumps in votes and views as well as helped by shifting the yes to no ratio to a more positive number. We were in the top 100 when we got greenlit with Pixel Boy (high teens if I remember). Yes to no ratio of PB was around 50/50

With Polygod it was quite the different story, we were greenlit much faster, in 15 days as opposed to 500 and did it with 2200 page impressions and 870 yes votes (most of which came from being on the front page of Greenlight) and very little media however we got much more yes votes in terms of our ratio of views to votes. Polygod had a very high view to yes vote ratio, where Pixel Boy had a view to yes vote ratio of around 1 in 11 or 10. Polygod was sitting at a view to yes vote ratio of 1 in 2.7. The average top 50 on greenlight at the time had a view to yes vote ratio of 1 in 4.6. We were ranked 98 in the top 100 when we got greenlit. Yes to no ratio of PG was around 60/40.

@EvanGreenwood Thanks so much!! We've been working with a rather talented individual with regards to our press. He is just one guy who went on to start his own independent PR firm (However I do believe he worked on the Fallout 3 launch so he's quite connected and experienced). He says he's been surprised with the press reaction to Polygod as he didn't expect an unknown indie to be picked up as much as it has. I think the Switch port helped massively with the press as Nintendo Life was one of the first publications to cover us which caused Euro-gamer to cover us which has caused a bit of cascade effect. We aren't working with a publisher so Polygod is technically self published as we have hired our guy for our PR.